// Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef MATHS_EXTENSIONS_H #define MATHS_EXTENSIONS_H #include "cutil_math.h" #include "foundation/PxSimpleTypes.h" #include "foundation/PxQuat.h" #include "foundation/PxVec3.h" namespace physx { PX_CUDA_CALLABLE PX_FORCE_INLINE PxReal dot3(const float4& x, const float4& y) { return x.x * y.x + x.y * y.y + x.z * y.z; } PX_CUDA_CALLABLE PX_FORCE_INLINE float4 rotate(const PxQuat& r, const float4& v) { const PxF32 vx = 2.0f*v.x; const PxF32 vy = 2.0f*v.y; const PxF32 vz = 2.0f*v.z; const PxF32 w2 = r.w*r.w-0.5f; const PxF32 dot2 = (r.x*vx + r.y*vy +r.z*vz); return make_float4 ( (vx*w2 + (r.y * vz - r.z * vy)*r.w + r.x*dot2), (vy*w2 + (r.z * vx - r.x * vz)*r.w + r.y*dot2), (vz*w2 + (r.x * vy - r.y * vx)*r.w + r.z*dot2), 0.f ); } PX_CUDA_CALLABLE PX_FORCE_INLINE float4 cross3(const float4& v0, const float4& v2) { return make_float4(v0.y * v2.z - v0.z * v2.y, v0.z * v2.x - v0.x * v2.z, v0.x * v2.y - v0.y * v2.x, 0.f); } PX_CUDA_CALLABLE PX_FORCE_INLINE float4 operator - (const float4& v) { return make_float4(-v.x, -v.y, -v.z, -v.w); } } #endif